用箭头连接可变半径的节点

sud*_*008 6 javascript svg graph d3.js

我有一些不同半径的圆/节点,我必须用箭头末端的路径连接它们.

这是标记的代码:

svg.append("svg:defs").selectAll("marker")
    .data(["default"])
  .enter().append("svg:marker")
    .attr("id", String)
    .attr("viewBox", "0 -5 10 10")
    .attr("refX", 5)
    .attr("refY", -1.5)
    .attr("markerWidth", 10)
    .attr("markerHeight", 10)
    .attr("orient", "auto")
    .append("svg:path")
    .attr("d", "M1,-5L10,0L0,5");  
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我已将圆的半径存储在数组中.这是屏幕截图:

在此输入图像描述

箭头实际上是"圈内".如何让箭头位于圆圈表面?

小智 6

这是一个老问题,但如果您希望箭头位于节点的边缘而不是在它们的顶部或下方,这是我的解决方案.我的方法也是绘制连接节点的路径,使得端点位于节点的边缘而不是节点的中心.从Mobile Patent Suits示例(http://bl.ocks.org/mbostock/1153292)开始,我将linkArc方法替换为:

function linkArc(d) {
    var sourceX = d.source.x;
    var sourceY = d.source.y;
    var targetX = d.target.x;
    var targetY = d.target.y;

    var theta = Math.atan((targetX - sourceX) / (targetY - sourceY));
    var phi = Math.atan((targetY - sourceY) / (targetX - sourceX));

    var sinTheta = d.source.r * Math.sin(theta);
    var cosTheta = d.source.r * Math.cos(theta);
    var sinPhi = d.target.r * Math.sin(phi);
    var cosPhi = d.target.r * Math.cos(phi);

    // Set the position of the link's end point at the source node
    // such that it is on the edge closest to the target node
    if (d.target.y > d.source.y) {
        sourceX = sourceX + sinTheta;
        sourceY = sourceY + cosTheta;
    }
    else {
        sourceX = sourceX - sinTheta;
        sourceY = sourceY - cosTheta;
    }

    // Set the position of the link's end point at the target node
    // such that it is on the edge closest to the source node
    if (d.source.x > d.target.x) {
        targetX = targetX + cosPhi;
        targetY = targetY + sinPhi;    
    }
    else {
        targetX = targetX - cosPhi;
        targetY = targetY - sinPhi;   
    }

    // Draw an arc between the two calculated points
    var dx = targetX - sourceX,
        dy = targetY - sourceY,
        dr = Math.sqrt(dx * dx + dy * dy);
    return "M" + sourceX + "," + sourceY + "A" + dr + "," + dr + " 0 0,1 " + targetX + "," + targetY;
}
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请注意,此代码要求"r"或radius属性位于节点数据中.为了将箭头的点放在正确的位置,我更改了refX和refY属性,以便箭头的点位于节点的边缘:

svg.append("defs").selectAll("marker")
    .data(["suit", "licensing", "resolved"])
  .enter().append("marker")
    .attr("id", function(d) { return d; })
    .attr("viewBox", "0 -5 10 10")
    .attr("refX", 10)
    .attr("refY", 0)
    .attr("markerWidth", 6)
    .attr("markerHeight", 6)
    .attr("orient", "auto")
  .append("path")
    .attr("d", "M0,-5L10,0L0,5");
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Mar*_*cek 5

这真的很有趣; 我昨天刚刚解决了这个问题.

我所做的是结束节点边缘的路径,而不是中心.我的情况比较复杂,因为我使用Bezier曲线,而不是直线,但这可能对您有所帮助:

svg.append("svg:defs").selectAll("marker")
    .data(["default"])
  .enter().append("svg:marker")
    .attr("id", String)
    .attr("viewBox", "0 -3 6 6")
    .attr("refX", 5.0)
    .attr("refY", 0.0)
    .attr("markerWidth", 6)
    .attr("markerHeight", 6)
    .attr("orient", "auto")
  .append("svg:path")
    .attr("d", "M0,-2.0L5,0L0,2.0"); 


    links
      .attr("fill", "none")
      .attr("d", function(d) {
        var tightness = -3.0;
        if(d.type == "straight")
            tightness = 1000;

        // Places the control point for the Bezier on the bisection of the
        // segment between the source and target points, at a distance
        // equal to half the distance between the points.
        var dx = d.target.x - d.source.x;
        var dy = d.target.y - d.source.y;
        var dr = Math.sqrt(dx * dx + dy * dy);
        var qx = d.source.x + dx/2.0 - dy/tightness;
        var qy = d.source.y + dy/2.0 + dx/tightness;

        // Calculates the segment from the control point Q to the target
        // to use it as a direction to wich it will move "node_size" back
        // from the end point, to finish the edge aprox at the edge of the
        // node. Note there will be an angular error due to the segment not
        // having the same direction as the curve at that point.
        var dqx = d.target.x - qx;
        var dqy = d.target.y - qy;
        var qr = Math.sqrt(dqx * dqx + dqy * dqy);

        var offset = 1.1 * node_size(d.target);
        var tx = d.target.x - dqx/qr* offset;
        var ty = d.target.y - dqy/qr* offset;

        return "M" + d.source.x + "," + d.source.y + "Q"+ qx + "," + qy 
                + " " + tx + "," + ty;  // to "node_size" pixels before
                //+ " " + d.target.x + "," + d.target.y; // til target
      });
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顺便说说; 你必须为'源'箭头做同样的事情(我只在目标上有它)